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Everything posted by Phrekwenci
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I believe the timer trick started working in #R. Digit on the timer controls what summon you will get, #1 for dog, #2 for sword, #3 for ghosts. #anything else will be random. Given the way you described Raoh, you have a lot of learning ahead of you.
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XX was the loop for the 2HS with the ghosts. That was all sorts of lol. I hardly remember anything from #R and that was when I was at my best. The vids up top will probably be your best bet.
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I'm assuming you just want to make things look pretty because generally speaking you only need one FRC in any sword combo. Not to mention the sword FRCs are typically difficult except for the swipe. I hardly ever use the loop, I just RC the Edguy all day and use jHS to dribble them across the screen. FROM DOWNTOWN!
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Someone shake this guy's 8-Ball.
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I think Johnny was respecting how difficult that combo is to do, not to mention the damage reduction is so tiny. You'd be better off doing something with a few bites in it for the same damage in quicker time.
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Not confirmed, all I said is that I tried with RCs. I'd figure the reason would otherwise be (if it does work) that it'd waste too much tension with Zappa to do it.
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I think I tried dustlooping while RCing the jD. Don't remember the outcome (success or fail), I'll have to try again.
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Going to disagree with that, 6P (IMO) is the best startup move with a sword combo. My B&B with the sword is 6P, 2S, 2HS... If you get the counterhit on the first move, they're airborne for the air combo. If you connect without counterhit, you can sword swipe or overdrive. If they block, note how they block, you may want to change the 2HS to 6HS, or after the first hit of the 2HS, JC jHS as a quick overhead. I use the 5HS with 2K with some tension. For example, sometimes I'll run and catch the opponent with a quick 2K, I then immediately combo with 5HS (because the S moves trail and the 5HS resets). From there I note the position they are in while they get hit, often times they are crouching which is where I'll go 236S RC 66 2K, 5HS and perhaps a sword swipe at the end depending how deep you got. Great damage for having a 2K in there.
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What summon, and where did you see it done?
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I-no isn't looking to be defensive so you need to stay on top of her every chance you get. 5K is probably one of the best weapons you got beating her dash and STBG at times. A well timed (or perhaps random) 2HS bite will definitely get you at an advantage at some points. As Oiboi said, the sword is wonderful here because it's tricky. The long range of the HS moves will keep her back, just be careful of STBG, there's not much the sword can do there. As an alternative to Raoh, many players expect you to be offensive once he's out and that should send them turtling. This is where you run and throw. Some I-No's will use their aerial arsenal of moves to just stay away from him until his time runs out. If that happens, I'd just cancel Raoh and get a summon they think they can deal with better. Chances are by the time you cancel and resummon, they'll be on the other side of the screen and you could advance the dog, throw a P ghost FRC S ghost or poke out some sword attacks. The I-No I used to play against would never block high, so I would constantly 6HS him and it would connect constantly. But that is player specific although may come in handy in your matches.
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It would have been more awesome if things worked. I couldn't even land my sword air combo and I've been doing that shit since X2! I really need a controller port in this bitch.
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Quicksilver
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Interesting idea, I'll have to check this out.
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I have to agree with the above tactic, worked well on a few excellent Testaments (RabbitCake).
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Things have changed through the versions (that video is #R) and with some sword moves (6HS, 2HS, 5S, 2S, jHS) the direction or even place where Zappa is doesn't matter. What matters is where the sword was last. In the video, he hits with the 6HS, then times the next button press (2HS) to happen before the sowrd can reset. The sowrd swipe is another move that doesn't depend on location and even though Zappa's sprite has figured out to turn around, the sword moves haven't yet and when the swipe happens, it's backwards. I'm sure some of you folks have tried to do the 6P, 2S, 2HS (air combo) near the corner but realized that Zappa isn't close enough and tried doing a swipe instead. If you connect with the second hit of the 2HS and then immediately swipe, the swipe will be much higher in the air. Using the sword this way is key to zoning your opponent. If you keep throwing out a 2HS, this will keep the sword spinning in the air. Which normally gives the opponent the only option of either rushing you on the ground, or straight projectile. The sword will reset position with 5HS and come back down to stop a rush down. Characters with projectiles (hi Ky!) will just cut you off. Instead, mix-up between 6HS and 2HS, and be ready to uppercut.
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Why can't Arakune have legs so he can rush down? He should be able to manifest some, he can turn into a tongue for fucksake!
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It's funny, I just watched the entire video I posted (canon) and look at 4:16. He does it with IAD jP, jK, jP, jD... fucking japs.
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OK so there was a combo with the sword I fell in love with in #R, it was in a combo video VS Potemkin where most of the combo is Zappa in the air while Pot is on the ground. There was a variation that was done in a more recent video using the jHS FRC. I just figured out the mechanics so I figured I share. Here's the combo (against tall characters) 6P, 9P, jHS FRC (falling), jK, jP, jP, JC (9), jP, jS (falling), jK, jP, jD. (I just did it several times in a row on Johnny, it works) The whole trick to it is executing the jHS at the apex of the jump and then timing of the following jK is weird as he comes down but the rest is pretty much downhill from there. It might not be practical, but it is sure flashy. EDIT: here's the recent video (harder because it uses more jS) http://www.youtube.com/watch?v=KsgVgQw5RKo (2:31) And I'll add another hard one, with the ghosts (in the corner) 6P, 5Sc, 9P, 236K FRC (falling), jS, jHS (land), 5Sc, jP, jP .... (whatever air combo) And one more thing, has anyone pulled off a 236S FRC IAD jS combo? I heard it works but, I've never seen it and I was trying for a while today with negative result. I tried tiger-kneeing it too.
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They don't maintain the DDR either. The techs there are mostly off the street as far as I've seen lately.
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Dave & Buster's? Not the one in Times Square right? Cause that place doesn't even have ONE fighting game. There has to be a hidden one or something.
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Oops I originally put in jump in, not IAD. And yes it's a tall character block string.
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Here's something fucked up. (while opponent blocks) IAD jHS, 236HS (2 hits) RC jS, JC jHS / FRC, jP, jD (land, into ground combo). There's a good chance they wont expect the JC jHS and try to block low. If they do get hit, after the / you can just do 236HS.
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Awesome going today!
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http://www.youtube.com/watch?v=-1sDWB9kNmU It's old but I saw it for the first time this morning. Great follow-ups in here.
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Here's something I've done as an air combo before: jK, jS, 236HS (2 hit) RC, jS, jC, jP, jS, jD (236HS) it's a gold beat until the (end) usually.